117 lines
4.2 KiB
Ucode
117 lines
4.2 KiB
Ucode
//=============================================================================
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// KFWeap_Rifle_Winchester1894
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//=============================================================================
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// A Model 1894 Winchester Rifle
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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//=============================================================================
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class KFWeap_Rifle_Winchester1894 extends KFWeap_RifleBase;
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defaultproperties
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{
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// Inventory / Grouping
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InventorySize=4 //5
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GroupPriority=25
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WeaponSelectTexture=Texture2D'wep_ui_winchester_tex.UI_WeaponSelect_Winchester'
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AssociatedPerkClasses(0)=class'KFPerk_Sharpshooter'
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AssociatedPerkClasses(1)=class'KFPerk_Gunslinger'
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// FOV
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MeshFOV=65
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MeshIronSightFOV=45
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PlayerIronSightFOV=65
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// Depth of field
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DOF_FG_FocalRadius=50
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DOF_FG_MaxNearBlurSize=3.5
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// Content
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PackageKey="Winchester"
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FirstPersonMeshName="WEP_1P_Winchester_MESH.Wep_1stP_Winchester_Rig"
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FirstPersonAnimSetNames(0)="WEP_1P_Winchester_ANIM.Wep_1stP_Winchester_Anim"
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PickupMeshName="WEP_3P_Winchester_MESH.Wep_LAR1894_Pickup"
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AttachmentArchetypeName="wep_winchester_arch.Wep_Winchester_3P"
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MuzzleFlashTemplateName="wep_winchester_arch.Wep_Winchester_MuzzleFlash"
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// Ammo
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MagazineCapacity[0]=12
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SpareAmmoCapacity[0]=84 //84
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InitialSpareMags[0]=4 //3
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bCanBeReloaded=true
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bReloadFromMagazine=false
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// Zooming/Position
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PlayerViewOffset=(X=8.0,Y=7,Z=-3.5)
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IronSightPosition=(X=0,Y=0,Z=0)
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// AI warning system
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bWarnAIWhenAiming=true
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AimWarningDelay=(X=0.4f, Y=0.8f)
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AimWarningCooldown=0.0f
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// Recoil
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maxRecoilPitch=500
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minRecoilPitch=400
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maxRecoilYaw=150
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minRecoilYaw=-150
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RecoilRate=0.08
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RecoilMaxYawLimit=500
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RecoilMinYawLimit=65035
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RecoilMaxPitchLimit=1250
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RecoilMinPitchLimit=64785
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RecoilISMaxYawLimit=50
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RecoilISMinYawLimit=65485
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RecoilISMaxPitchLimit=500
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RecoilISMinPitchLimit=65485
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RecoilViewRotationScale=0.6
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IronSightMeshFOVCompensationScale=1.5
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// DEFAULT_FIREMODE
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FireModeIconPaths(DEFAULT_FIREMODE)=Texture2D'ui_firemodes_tex.UI_FireModeSelect_BulletSingle'
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FiringStatesArray(DEFAULT_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(DEFAULT_FIREMODE)=EWFT_InstantHit
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WeaponProjectiles(DEFAULT_FIREMODE)=class'KFProj_Bullet_Winchester1894'
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InstantHitDamage(DEFAULT_FIREMODE)=80 //105
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InstantHitDamageTypes(DEFAULT_FIREMODE)=class'KFDT_Ballistic_Winchester'
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FireInterval(DEFAULT_FIREMODE)=0.4 // 70 RPM 0.85 0.75 0.45
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Spread(DEFAULT_FIREMODE)=0.007
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PenetrationPower(DEFAULT_FIREMODE)=1.5
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FireOffset=(X=25,Y=3.0,Z=-2.5)
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// ALT_FIREMODE
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FiringStatesArray(ALTFIRE_FIREMODE)=WeaponSingleFiring
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WeaponFireTypes(ALTFIRE_FIREMODE)=EWFT_None
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// Custom animations
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FireSightedAnims=(Shoot_Iron, Shoot_Iron2, Shoot_Iron3)
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BonesToLockOnEmpty=(RW_Hammer)
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bHasFireLastAnims=true
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// BASH_FIREMODE
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InstantHitDamageTypes(BASH_FIREMODE)=class'KFDT_Bludgeon_Winchester'
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InstantHitDamage(BASH_FIREMODE)=25
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// Fire Effects
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WeaponFireSnd(DEFAULT_FIREMODE)=(DefaultCue=AkEvent'WW_WEP_SA_Winchester.Play_WEP_SA_Winchester_Fire_Single_M', FirstPersonCue=AkEvent'WW_WEP_SA_Winchester.Play_WEP_SA_Winchester_Fire_Single_S')
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WeaponDryFireSnd(DEFAULT_FIREMODE)=AkEvent'WW_WEP_SA_Winchester.Play_WEP_SA_Winchester_Handling_DryFire'
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EjectedShellForegroundDuration=1.5f
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// Attachments
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bHasIronSights=true
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bHasFlashlight=false
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WeaponFireWaveForm=ForceFeedbackWaveform'FX_ForceFeedback_ARCH.Gunfire.Medium_Recoil'
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// Weapon Upgrade stat boosts
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//WeaponUpgrades[1]=(IncrementDamage=1.6f,IncrementWeight=1)
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//WeaponUpgrades[2]=(IncrementDamage=1.9f,IncrementWeight=2)
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//WeaponUpgrades[3]=(IncrementDamage=2.3f,IncrementWeight=3)
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//WeaponUpgrades[4]=(IncrementDamage=2.5f,IncrementWeight=4)
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WeaponUpgrades[1]=(Stats=((Stat=EWUS_Damage0, Scale=1.6f), (Stat=EWUS_Weight, Add=1)))
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WeaponUpgrades[2]=(Stats=((Stat=EWUS_Damage0, Scale=1.9f), (Stat=EWUS_Weight, Add=2)))
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WeaponUpgrades[3]=(Stats=((Stat=EWUS_Damage0, Scale=2.3f), (Stat=EWUS_Weight, Add=3)))
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WeaponUpgrades[4]=(Stats=((Stat=EWUS_Damage0, Scale=2.5f), (Stat=EWUS_Weight, Add=4)))
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} |